I can fukk with that list!

Guilty Gear is deeper then KoF and Tekken though. Marvel is up there as well but you already said u dont have experience with that game!
When i said smash was deeper then 90% of the fgc. I meant as a series as a whole. Not just smash 4. Smash 4 is the simplest of all of them.
The thing about smash compared to other fighters is the mechanics of the games allows u alot more freedom then standard 2d/3d fighters. You get thrown? You control the trajectory of the throw. You get popped up in the air? You can control if u go left/right straight up etc. Thrown to the ground? Do u stay there? Do u tech roll back or forward? Do u do nothing? All these options are available to you at any given scenario. Thats why when people DO land crazy combos it's even crazier then people give it credit for. Every other fighter combos comes down to just muscle memory. In smash you literally have to read what your opponent is going to do after initial contact and then respond accordingly.
Speaking of "tech skill" Melee is far more demanding then alot of fighters. Only other one i can think that's as strict is Guilty Gear.
Why do u think you NEVER see any FGC players do good in smash? Yet you see quite a few smashers make waves in the fgc??
Now as far as Smash 4 goes. Like i said it's the simplest in the series. But even so you can still see the "limited" technical aspect of the game is greater then most fighters out. Spacing is a HUGE part of smash. Street fighter is known for it's "footsies" Now in smash you have to "space" against air moves /dash canceled throws/pivot throws/ along with timing your recovery correctly so you don't get punished on the way back. The "Air Game" in smash 4 is the deepest it's ever been simply because you can no longer ledge stall. So now you have to go out and "risk getting damaged yourself" just to secure the kill.
Plus there's "Rage" (Which i fukking hate but it's there) So you get rewarded for living longer. Which again comes down to knowing how to correctly use DI(Directional Infulence) When u get hit so u can last longer.
Not to mention there's a ENTIRE metagame in itself on the stages u play on. Different stages caters to different playstyles. Fast and combo heavy? You'll want a stage with platforms to trap them on. Big characters that hit hard but slow mobility? They'll probably want a stage with small blast zones so they can kill early and the other character can't effectively run from then like they can on a bigger stage. Ranged characters?? Flat stages with nothing interrupting their projectile game.
TLDR-Standard fighters have standard muscle memory combos and a life bar. Smash has reactionary options for every encounter in the game. A move that would kill you a "better" player will survive and tack on a extra 30-40% before they finally die. In other games a fireball does the same percent to everyone no matter how "good" you are.